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Project Starmine (2019)

Combat Designer | System Designer

Project Starmine (2019): Video

The game

Turn-based JRPG, reimagined.
A game project started during University continuing to be iterated on through semesters.

  • What if random monster encounters was a part of our daily lives?

  • What if fashion brands sold armor and sports gear sold weapons?

  • What if bosses blocked traffic but you still had to get to work on time?

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An RPG borne from those ideas, this is how the development progressed: 

Project Starmine (2019): Text

Design Process

Project Starmine (2019): Text
Abidas_Battlescreen_Mockup.jpg

Key Components of the Gameplay

I developed this idea with different teams throughout my study. Regardless of the team makeup, these are the components I definitely needed in this project.

RPG: Progession Matters

Being an RPG at its core, it is imperative every upgrade's impact must be felt.

Party: Not a group of Individuals

Rather than characters that just function differently, party members must symbiotically work with the player, bringing each other to greater heights.

No Randomness

No % chance for accuracy or evasion. Putting the player in control of their success with skill-based input.

Project Starmine (2019): Features

The Mechanics

Branching off from the familiar

Just like a traditional JRPG, players and the enemy take turns selecting skills to deal damage to one another.

MoaiDragon Screenshot Party3.jpg

Battle System: Interactive Combat

However, instead of relying on % for hit and miss, combat requires the player to physically make contact with the enemy to confirm an attack.

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Different skills have different methods of movement, presenting decisions to make depending on the enemy faced.

MoaiDragon Screenshot Party2.jpg

A Party, not Individuals

As opposed to having a team of independent individuals with slightly diverse movesets, the party system was designed with 'cooperation' in mind.

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Certain members' attacks are solely about leaving bombs or pickups around the battle zone.

MoaiDragon Screenshot Party5.jpg

This is our Team Attack!

Party members are dependent on each other to activate their respective attacks. In essence, in order to reach the largest damage numbers, they cannot avoid working together.

MoaiDragon Screenshot Party9.jpg
Project Starmine (2019): Projects

Results

Development continues.

This was a project I brought through several modules in Digipen.

Throughout its development journey, it received evaluation multiple times and from each time, I learned a lot:

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  • In its earliest form, being both the designer and artist I opted to go for a highly stylized art style. It was very freeform and explosive. I wagered on players eventually learning the controls and relations through trial-and-error. I eventually learned that while hardcore gamers had the ability to adapt to games like these, it wasn't as easy for casual players. If I didn't want the game to only appeal to a niche audience, I had to work on its accessibility and conveyance of information

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This was a game idea I got quite attached to throughout my design journey in university, being an expression of my desire to experiment. While I'm not sure if I'll ever develop this to completion, it has already cemented itself as a big part of my growth as a designer.

Project Starmine (2019): Text
Project Starmine (2019): Pro Gallery
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